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  #301  
Old March 3rd, 2026, 11:15 PM
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MarkSheppard MarkSheppard is offline
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Default Re: Height Maps

I found a bug in the coastline logic when I was trying to make a Gibraltar map; it's fixed now; I'll upload tomorrow.
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  #302  
Old Yesterday, 05:52 PM
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Default Re: Height Maps

High five, Mark! Looks very good!
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  #303  
Old Yesterday, 09:14 PM
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MarkSheppard MarkSheppard is offline
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Disk Re: Height Maps

Here's the latest:

https://generalstaff.org/maps/Webhola_V1.html

CHANGES:

1.) You can now specify map rotation in degrees manually (in addition to using slider).

2.) You can change hex information mouseover timing (⏱ button) to your liking.

3.) 30m Copernicus is now the default digital elevation source.

4.) Both 90m Copernicus and 90m SRTM now have the 7 point hex sampler (implemented previously for 30m Copernicus) to figure out elevation (older versions sampled a single point @ the center).

5.) Major re-working of the way the Hexgrid (and thus map sampling) drawing + scaling was done; to bring generated maps in the game much closer to what you see in Webhola.

BIG NOTE: A geometrically correct "pointy side up" hex according to the map scale chosen (50m, leading to 50m × 66.67m hex dimensions) should have been drawn with 71x53 pixel dimensions back in 1994-95 by SSI Artists. Instead, they drew their hexes at 58x53 pixels; a 18% vertical "smush".

On a 640x480 pixel screen, that smush bought SSI some 1.5~ extra rows of hexes (or 22% more vertical screen coverage), enabling an extra row of hexes, plus some leftover room for the game UI.

6.) Right Click Menu now has a hex to hex ruler to measure the distance.

7.) JSON download + game .DAT + .TXT files; enabling you to keep the complete Webhola data state saved in between sessions. This enables using Webhola on one monitor and SPCAMO Map Editor on the other monitor; allowing switching between the two as you fill out a map.

8.) Previously mentioned "Coastline Mode" is now in. The way it works is:

A.) You download your elevation data on a coastal area.

B.) You click on the ⚙ button above the elevation preview and set the Level 0 color to something bold, like RED.

C.) You click on the 🎨 button above the elevation preview to see terrain shading on the map. Because you picked RED for Level 0, this lets you see what the SPCAMO Extended Map Editor's (SHIFT + ") will turn to deep water.

D.) You click on the 🌊 button above the elevation preview to toggle the coastline adjustment mode; where all terrain elevations between 1 and 10 meters are adjusted "up" to 10 meters; along with having their color changed to YELLOW/ORANGE so that you can see what was "promoted"; so that you can manually lower it back to Level 0 in the in-game editor.
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